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Messages - Sslaxx

#321
Quote from: pcj on Thu 05/01/2012 01:33:51
Did you go right or left?
That's important, then? I went right, I couldn't go left due to the robo-masher.
#322
Quote from: pcj on Thu 05/01/2012 01:32:18
That's a red herring, you should be able to go right to the escape pods, avoid the robot, and get in.
Except none of the pods were open.
#323
I managed to dead end myself.

Spoiler
I tried to lubricate the button for the escape pods with my tongue, but (fairly obviously) electrocuted myself. And the death message said I hadn't searched the bathroom enough.
[close]

So what did I miss?
#324
The narration messages for talking to/sniffing/licking Vohaul's corpse also seem to be off by one.
#325
Here's a bug: if you try to smell the yellow stripes on the pattern on the floor in the shuttle bay, Roger says "I can't quite make out the smell.", but there's no voice acting to go with it.
#326
Quote from: David Ostman on Mon 05/12/2011 11:59:46
Unsure how many have noticed this, but Theo/Skygoblin left AGS and developed their own adventure games engine, Gobby, for the development of The Journey Down HD, and the blog post outlines some stuff that might be relevant to this thread.

I searched this forum for "gobby", which brought up an unrelated thread, so I'm guessing this hasn't been discussed much yet?
They're a commercial company. It isn't likely that they'll be releasing Gobby for public use. And really, nobody knows very much about it beyond what's been said in that blog post, although the tech they're using is good seeing as they're interested in cross-platform compatibility. So yes, it does appear to meet the criteria of "serious, modern adventure game engine" but you or I are not going to be getting our hands on it. Then again, we never got our hands on SCI, AGI, MADS etc. and they were reverse-engineered...
#327
Completed Game Announcements / Re: Venator
Thu 10/11/2011 13:12:56
Quote from: Darkdan on Wed 09/11/2011 21:55:18
Stefano, thank you for playing the game and for your report.

I'll upload a new file soon wich fixes all reported bugs (yours and Cogliostro's)... and... a fast walking Gilbert  ;D

edit : done.
Could you please use a more standard compression? I've got nothing that handles .ACE - why not use 7Zip?
#328
AGS Games in Production / Re: Incinerations
Wed 09/11/2011 18:34:21
Quote from: Scorpio82 on Wed 09/11/2011 18:33:40
Also...

Quote from: Sslaxx on Tue 04/01/2011 18:10:38Is this (still) going to be in the game?

Yes. It will. Sorry for the late reply.
Excellent! Better late than never.
#329
Quote from: Calin Leafshade on Sat 05/11/2011 06:10:12
Since JJS and bero have a decent crossplatform build process and stuff i propose we adopt their branch as the official (or at least the actively developed) one.
I assume they're working together, then? Is there anywhere their stuff is available?
#330
Quote from: Calin Leafshade on Wed 26/10/2011 14:27:02
You need to initalise StrippedTo

line 3:

String StrippedTo = "";
Yup, figured it out just a minute ago!
#331
OK, related to http://www.adventuregamestudio.co.uk/yabb/index.php?topic=44702.msg597577 I decided to code up a function to remove illegal characters in filenames in strings (and to replace spaces with underscores). So far, this is what I have:

Code: ags
String StripChars (String ToStrip)
{
 String StrippedTo;
 char StripLook = 0;
 int Count = 0;
 while (Count < ToStrip.Length)
 {
  StripLook = ToStrip.Chars [Count];  // Get the char at the current position in the string to strip.
  if (StripLook == ' ')
  {
   StripLook = '_';
  }
  StrippedTo = StrippedTo.AppendChar (StripLook);
  Count++;
 }
 return (StrippedTo);
}


Except it doesn't work. In the function, on the line that should append the character to the string that is to be returned as a filename-safe version, it's giving a "Null pointer referenced" error. I have a suspicion this might be due to the use of a char in there. But can anyone else help out here?

Thanks.
#332
Completed Game Announcements / Re: Gemini Rue
Wed 26/10/2011 12:32:48
Quote from: TheJBurger on Wed 26/10/2011 02:29:19
Remember that thing that wrecked Balder's face? Yes, that is what's happening.
Hope you can get that sorted, then...
#333
As I said, it wouldn't be hard to code workarounds for that (a function to strip out any illegal characters, for one). But Game.Name can be changed as well, where Game.FileName can't, which is why I decided to lean more towards the latter, but the truth is that neither are ideal. A best bet might be to have a variable set on start up with the initial contents of Game.Name, but using a function to strip out any characters illegal in a filename.
#334
Bug report time...

Spoiler
Selected as Joey, when you're standing on the deck of the ship when it's on a collision course with the shore, trying to speak with Rosa has him saying "What are you standing around for? Abandon ship!" - but there's no speech to go with it.
[close]
#335
So, I've decided to use the filename of the game being played with a screenshot number appended to the end of it to allow for uniquely named, uniquely numbered (ish) screenshots. Currently using Game.FileName simply because it won't have the same issues as Game.Name would (namely, no illegal in filename characters).

However, I'm coming across what I'm leaning more towards being a legacy shortcoming of AGS, rather than a bug per-se. The filename being reported by Game.FileName is an old-style MS-DOS 8.3 name. This means that something called ControlModes.exe results in screenshot filenames containing CONTRO~1.EXE. I suspect this issue would not exist in Linux runtimes, but I'm not at this moment sure (can anyone confirm/deny?).

Is this fixable in future versions of AGS? It wouldn't be hard to code workarounds for Game.Name, certainly, so it's not exactly an issue, just something I'm curious about.
#336
Completed Game Announcements / Re: Gemini Rue
Tue 25/10/2011 14:31:38
Quote from: Dave Gilbert on Tue 25/10/2011 14:15:36
Something Gemini Rue related is happening tomorrow.  Something possibly involving pressurized water vapor.
If that's what I think it is, good. And I hope other Wadjet Eye games get the same treatment, too.
#337
Quote from: Monsieur OUXX on Wed 19/10/2011 13:31:28
I've created a Google Code project, called "mao-mao-ags", but there is nothing in it yet.
What will that be?
#338
Possible bug time...

When playing Astro Chicken (and winning), the "Click to Exit" button didn't work...
#339
Quote from: Domino on Wed 14/09/2011 00:32:18
Bethesda Softworks

I love their games, and they always keep me playing for hundreds of hours.

The Elder Scrolls, Fallout 3....I would mention New Vegas, but they only published the game. (Had to stop playing after constant freezing after the Old World Blues DLC)
Agree with you about Bethesda, Morrowind is a game I love. Just got Fallout 3, great game that as well.

Other publishers, past and present? Sierra and Infocom, I guess, are two fairly obvious choices. Never was much of a LucasArts fan. Revolution Software. Adventure Soft. id Software, it goes on.
#340
I hope that he does, it was pretty early days for DAGE but it definitely looked like it had potential, and it'd be a shame to see it die now.
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